006 Spezielle Computerverfahren
Refine
H-BRS Bibliography
- yes (88) (remove)
Departments, institutes and facilities
- Fachbereich Informatik (63)
- Institute of Visual Computing (IVC) (29)
- Fachbereich Wirtschaftswissenschaften (17)
- Institut für Verbraucherinformatik (IVI) (14)
- Institut für Technik, Ressourcenschonung und Energieeffizienz (TREE) (12)
- Institut für Sicherheitsforschung (ISF) (9)
- Fachbereich Ingenieurwissenschaften und Kommunikation (6)
- Graduierteninstitut (3)
- Institut für KI und Autonome Systeme (A2S) (3)
- Institut für Cyber Security & Privacy (ICSP) (2)
Document Type
- Conference Object (36)
- Article (28)
- Part of a Book (5)
- Preprint (5)
- Report (5)
- Contribution to a Periodical (4)
- Doctoral Thesis (3)
- Book (monograph, edited volume) (1)
- Research Data (1)
Year of publication
Keywords
- Augmented Reality (5)
- Machine Learning (4)
- Knowledge Graphs (3)
- Virtual Reality (3)
- haptics (3)
- virtual reality (3)
- 3D user interface (2)
- Bioinformatics (2)
- Natural Language Processing (2)
- Ray tracing (2)
- Robotics (2)
- Skin detection (2)
- Transformers (2)
- authoring tools (2)
- biometrics (2)
- guidance (2)
- mixed reality (2)
- prototyping (2)
- 3D navigation (1)
- 450 MHz (1)
- AI usage in sports (1)
- AR (1)
- AR design (1)
- AR development (1)
- AR/VR (1)
- Agile software development (1)
- Algorithmik (1)
- Altenhilfe (1)
- Aneignungsstudie (1)
- Applications in Energy Transport (1)
- Artificial Intelligence (1)
- Auditory Cueing (1)
- Automatic Differentiation (1)
- Ball Tracking (1)
- Bayesian Deep Learning (1)
- Behaviour-Driven Development (1)
- Blasendiagramm (1)
- Business Process Intelligence (1)
- Camera selection (1)
- Camera view analysis (1)
- Case study (1)
- Classifiers (1)
- Codes (1)
- Collaborating industrial robots (1)
- Community of Practice (1)
- Complex Systems Modeling and Simulation (1)
- Complexity (1)
- Compliant fingers (1)
- Computational fluid dynamics (1)
- Computergrafik (1)
- Concurrent repeated failure prognosis (1)
- Conformation (1)
- Crossmedia (1)
- Crystal structure (1)
- Current research information systems (1)
- Curriculum (1)
- Cybersickness (1)
- Data Fusion (1)
- Data structures (1)
- Datenanalyse (1)
- Dementia (1)
- Demenz (1)
- Demonstration-based training (1)
- Design (1)
- Design Recommendations (1)
- Design Theory and Practice (1)
- Diagnostic bond graph-based online fault diagnosis (1)
- Disco (1)
- Distance Perception (1)
- Drosophila (1)
- Educational Data Mining (1)
- Educational Process Mining (1)
- Embedded system (1)
- Emotion (1)
- Entropy (1)
- Exergame (1)
- Experten (1)
- Facial Emotion Recognition (1)
- Fallbeschreibung (1)
- Feedback (1)
- Flow control (1)
- Fluency (1)
- Forests (1)
- Functional safety (1)
- Fuzzy Mining (1)
- Games and Simulations for Learning (1)
- Geometry (1)
- Geschäftsprozess (1)
- Graph embeddings (1)
- Graph theory (1)
- Guidelines (1)
- HCI (1)
- HDBR (1)
- Hardware (1)
- Head-mounted Display (1)
- Higher education (1)
- Human factors (1)
- Human orientation perception (1)
- Human-Centered Design (1)
- Human-Food-Interaction (1)
- Hyperspectral image (1)
- ICT (1)
- IEC 104 (1)
- IEC 61850 (1)
- Increasing fault magnitude (1)
- Inductive Logic Programming (1)
- Inductive Visual Mining (1)
- Information Security (1)
- Instruction design (1)
- Intermittent faults (1)
- Kinect (1)
- Kollektiventscheidung (1)
- Komplexitätstheorie (1)
- LTE-M (1)
- Language learning (1)
- Langzeitbehandlung (1)
- Lattice Boltzmann Method (1)
- Ligands (1)
- Living Lab (1)
- Locomotion (1)
- MQTT (1)
- MR (1)
- Mathematical methods (1)
- Microgravity (1)
- Mixed Reality (1)
- Model-driven engineering (1)
- Molecular structure (1)
- Motion Sickness (1)
- Multi-camera (1)
- NIR-point sensor (1)
- NLP (1)
- Navigation (1)
- Negotiation of Taste (1)
- Neural representations (1)
- Neuroscience (1)
- Non-linear systems (1)
- OCT (1)
- Object-Based Image Analysis (OBIA) (1)
- Optical Flow (1)
- Out-of-view Objects (1)
- PAD (1)
- Perception (1)
- Perceptual Upright (1)
- Pflegepersonal (1)
- ProM (1)
- Process Mining (1)
- Pronunciation (1)
- Proximity (1)
- Psychology (1)
- Pytorch (1)
- Qualitative study (1)
- Raman microscopy (1)
- RapidMiner (1)
- Real-Time Image Processing (1)
- Reasoning (1)
- Recommender systems (1)
- Remaining Useful Life (RUL) estimates (1)
- Requirements (1)
- Requirements Engineering (1)
- Review (1)
- Robust grasping (1)
- SMPA loop (1)
- Semantic search (1)
- Serious Games (1)
- Slippage detection (1)
- Smart Grid (1)
- Smart Home (1)
- Smart InGaAs camera-system (1)
- Social-Choice-Theorie (1)
- Spectroscopy (1)
- Spherical Treadmill (1)
- Spieltheorie (1)
- Studenten (1)
- Studienverlauf (1)
- Survey (1)
- Taste (1)
- Technologie (1)
- Three-dimensional displays (1)
- Topology (1)
- Traffic Simulations (1)
- Travel Techniques (1)
- Tree Stumps (1)
- UAV (1)
- Ultrasonic array (1)
- Uncertainty Quantification (1)
- Underwater (1)
- Unmanned Aerial Vehicle (UAV) (1)
- Unterstützung (1)
- Usable Security and Privacy (1)
- User Experience (1)
- User Interface Design (1)
- User centered design (1)
- User experience design (1)
- User feedback (1)
- User-Centered Design (1)
- User-centered privacy engineering (1)
- VR (1)
- Videogame (1)
- View selection (1)
- Virtual Agents (1)
- Virtuelle Realität (1)
- Visual Cueing (1)
- Visual Discrimination (1)
- Visuelle Wahrnehmung (1)
- Vulnerable Groups (1)
- Wissensaustausch (1)
- XR (1)
- adaptive trigger (1)
- aerodynamics (1)
- analog/digital signal processing (1)
- assistive robotics (1)
- audio-tactile feedback (1)
- augmented reality (1)
- authentication (1)
- authoring (1)
- brightfield microscopy (1)
- co-design (1)
- collision (1)
- component analyses (1)
- computer vision (1)
- controller design (1)
- depth perception (1)
- dynamic vector fields (1)
- elite sports (1)
- explainable AI (1)
- fingerprint (1)
- fitness-fatigue model (1)
- flight zone (1)
- geofence (1)
- head down bed rest (1)
- image fusion (1)
- interaction design (1)
- interactive computer graphics (1)
- interface design (1)
- leaning-based interfaces (1)
- locomotion interface (1)
- mathematical modeling (1)
- multisensory (1)
- navigational search (1)
- near infrared (1)
- neural networks (1)
- neutral buoyancy (1)
- optic flow (1)
- optical coherence tomography (1)
- optical sensor (1)
- pansharpening (1)
- path tracing (1)
- performance modeling (1)
- performance prediction (1)
- practitioners (1)
- presentation attack detection (1)
- presentation attack detection (PAD) (1)
- psychophysics (1)
- real-time (1)
- reinforcement learning (1)
- remote sensing (1)
- robot behaviour model (1)
- robot personalisation (1)
- self-motion perception (1)
- sensor resilience (1)
- sensory perception (1)
- space flight analog (1)
- spatial orientation (1)
- spatial updating (1)
- subjective visual vertical (1)
- training performance relationship (1)
- user modelling (1)
- vection (1)
- vibration (1)
- virtual reality, XR (1)
- weight perception (1)
Current research in augmented, virtual, and mixed reality (XR) reveals a lack of tool support for designing and, in particular, prototyping XR applications. While recent tools research is often motivated by studying the requirements of non-technical designers and end-user developers, the perspective of industry practitioners is less well understood. In an interview study with 17 practitioners from different industry sectors working on professional XR projects, we establish the design practices in industry, from early project stages to the final product. To better understand XR design challenges, we characterize the different methods and tools used for prototyping and describe the role and use of key prototypes in the different projects. We extract common elements of XR prototyping, elaborating on the tools and materials used for prototyping and establishing different views on the notion of fidelity. Finally, we highlight key issues for future XR tools research.
Modern GPUs come with dedicated hardware to perform ray/triangle intersections and bounding volume hierarchy (BVH) traversal. While the primary use case for this hardware is photorealistic 3D computer graphics, with careful algorithm design scientists can also use this special-purpose hardware to accelerate general-purpose computations such as point containment queries. This article explains the principles behind these techniques and their application to vector field visualization of large simulation data using particle tracing.
BACKGROUND: Humans demonstrate many physiological changes in microgravity for which long-duration head down bed rest (HDBR) is a reliable analog. However, information on how HDBR affects sensory processing is lacking.
OBJECTIVE: We previously showed [25] that microgravity alters the weighting applied to visual cues in determining the perceptual upright (PU), an effect that lasts long after return. Does long-duration HDBR have comparable effects?
METHODS: We assessed static spatial orientation using the luminous line test (subjective visual vertical, SVV) and the oriented character recognition test (PU) before, during and after 21 days of 6° HDBR in 10 participants. Methods were essentially identical as previously used in orbit [25].
RESULTS: Overall, HDBR had no effect on the reliance on visual relative to body cues in determining the PU. However, when considering the three critical time points (pre-bed rest, end of bed rest, and 14 days post-bed rest) there was a significant decrease in reliance on visual relative to body cues, as found in microgravity. The ratio had an average time constant of 7.28 days and returned to pre-bed-rest levels within 14 days. The SVV was unaffected.
CONCLUSIONS: We conclude that bed rest can be a useful analog for the study of the perception of static self-orientation during long-term exposure to microgravity. More detailed work on the precise time course of our effects is needed in both bed rest and microgravity conditions.
The latest trends in inverse rendering techniques for reconstruction use neural networks to learn 3D representations as neural fields. NeRF-based techniques fit multi-layer perceptrons (MLPs) to a set of training images to estimate a radiance field which can then be rendered from any virtual camera by means of volume rendering algorithms. Major drawbacks of these representations are the lack of well-defined surfaces and non-interactive rendering times, as wide and deep MLPs must be queried millions of times per single frame. These limitations have recently been singularly overcome, but managing to accomplish this simultaneously opens up new use cases. We present KiloNeuS, a new neural object representation that can be rendered in path-traced scenes at interactive frame rates. KiloNeuS enables the simulation of realistic light interactions between neural and classic primitives in shared scenes, and it demonstrably performs in real-time with plenty of room for future optimizations and extensions.
This paper explores the role of artificial intelligence (AI) in elite sports. We approach the topic from two perspectives. Firstly, we provide a literature based overview of AI success stories in areas other than sports. We identified multiple approaches in the area of Machine Perception, Machine Learning and Modeling, Planning and Optimization as well as Interaction and Intervention, holding a potential for improving training and competition. Secondly, we discover the present status of AI use in elite sports. Therefore, in addition to another literature review, we interviewed leading sports scientist, which are closely connected to the main national service institute for elite sports in their countries. The analysis of this literature review and the interviews show that the most activity is carried out in the methodical categories of signal and image processing. However, projects in the field of modeling & planning have become increasingly popular within the last years. Based on these two perspectives, we extract deficits, issues and opportunities and summarize them in six key challenges faced by the sports analytics community. These challenges include data collection, controllability of an AI by the practitioners and explainability of AI results.
Taste is a complex phenomenon that depends on the individual experience and is a matter of collective negotiation and mediation. On the contrary, it is uncommon to include taste and its many facets in everyday design, particularly online shopping for fresh food products. To realize this unused potential, we conducted two Co-Design workshops. Based on the participants’ results in the workshops, we prototyped and evaluated a click-dummy smart-phone app to explore consumers’ needs for digital taste depiction. We found that emphasizing the natural qualities of food products, external reviews, and personalizing features lead to a reflection on the individual taste experience. The self-reflection through our design enables consumers to develop their taste competencies and thus strengthen their autonomy in decision-making. Ultimately, exploring taste as a social experience adds to a broader understanding of taste beyond a sensory phenomenon.
The visual and auditory quality of computer-mediated stimuli for virtual and extended reality (VR/XR) is rapidly improving. Still, it remains challenging to provide a fully embodied sensation and awareness of objects surrounding, approaching, or touching us in a 3D environment, though it can greatly aid task performance in a 3D user interface. For example, feedback can provide warning signals for potential collisions (e.g., bumping into an obstacle while navigating) or pinpointing areas where one’s attention should be directed to (e.g., points of interest or danger). These events inform our motor behaviour and are often associated with perception mechanisms associated with our so-called peripersonal and extrapersonal space models that relate our body to object distance, direction, and contact point/impact. We will discuss these references spaces to explain the role of different cues in our motor action responses that underlie 3D interaction tasks. However, providing proximity and collision cues can be challenging. Various full-body vibration systems have been developed that stimulate body parts other than the hands, but can have limitations in their applicability and feasibility due to their cost and effort to operate, as well as hygienic considerations associated with e.g., Covid-19. Informed by results of a prior study using low-frequencies for collision feedback, in this paper we look at an unobtrusive way to provide spatial, proximal and collision cues. Specifically, we assess the potential of foot sole stimulation to provide cues about object direction and relative distance, as well as collision direction and force of impact. Results indicate that in particular vibration-based stimuli could be useful within the frame of peripersonal and extrapersonal space perception that support 3DUI tasks. Current results favor the feedback combination of continuous vibrotactor cues for proximity, and bass-shaker cues for body collision. Results show that users could rather easily judge the different cues at a reasonably high granularity. This granularity may be sufficient to support common navigation tasks in a 3DUI.
It is challenging to provide users with a haptic weight sensation of virtual objects in VR since current consumer VR controllers and software-based approaches such as pseudo-haptics cannot render appropriate haptic stimuli. To overcome these limitations, we developed a haptic VR controller named Triggermuscle that adjusts its trigger resistance according to the weight of a virtual object. Therefore, users need to adapt their index finger force to grab objects of different virtual weights. Dynamic and continuous adjustment is enabled by a spring mechanism inside the casing of an HTC Vive controller. In two user studies, we explored the effect on weight perception and found large differences between participants for sensing change in trigger resistance and thus for discriminating virtual weights. The variations were easily distinguished and associated with weight by some participants while others did not notice them at all. We discuss possible limitations, confounding factors, how to overcome them in future research and the pros and cons of this novel technology.
Vection underwater
(2022)
Wie KI Innere Führung lernt
(2022)
Dass sich künstliche Intelligenz (KI) weltweit ausgebreitet hat, ist eine Binsenwahrheit. Die rasche und unaufhaltsame Proliferation von KI der letzten zehn Jahre spricht für sich, und längst ziehen auch Gesetzgeber und Regulierungsbehörden nach, um KI und ihre Technikfolgen einzuhegen. Für Deutschland relevante Gestaltungsanforderungen haben die High-Level Expert Group on Artificial Intelligence der Europäischen Kommission (HLEG AI) und auf nationaler Ebene die Datenethikkommission der Bundesregierung (DEK) und die Enquetekommission Künstliche Intelligenz des Deutschen Bundestags (EKKI) geäußert.
Robust Identification and Segmentation of the Outer Skin Layers in Volumetric Fingerprint Data
(2022)
Despite the long history of fingerprint biometrics and its use to authenticate individuals, there are still some unsolved challenges with fingerprint acquisition and presentation attack detection (PAD). Currently available commercial fingerprint capture devices struggle with non-ideal skin conditions, including soft skin in infants. They are also susceptible to presentation attacks, which limits their applicability in unsupervised scenarios such as border control. Optical coherence tomography (OCT) could be a promising solution to these problems. In this work, we propose a digital signal processing chain for segmenting two complementary fingerprints from the same OCT fingertip scan: One fingerprint is captured as usual from the epidermis (“outer fingerprint”), whereas the other is taken from inside the skin, at the junction between the epidermis and the underlying dermis (“inner fingerprint”). The resulting 3D fingerprints are then converted to a conventional 2D grayscale representation from which minutiae points can be extracted using existing methods. Our approach is device-independent and has been proven to work with two different time domain OCT scanners. Using efficient GPGPU computing, it took less than a second to process an entire gigabyte of OCT data. To validate the results, we captured OCT fingerprints of 130 individual fingers and compared them with conventional 2D fingerprints of the same fingers. We found that both the outer and inner OCT fingerprints were backward compatible with conventional 2D fingerprints, with the inner fingerprint generally being less damaged and, therefore, more reliable.
The perceptual upright results from the multisensory integration of the directions indicated by vision and gravity as well as a prior assumption that upright is towards the head. The direction of gravity is signalled by multiple cues, the predominant of which are the otoliths of the vestibular system and somatosensory information from contact with the support surface. Here, we used neutral buoyancy to remove somatosensory information while retaining vestibular cues, thus "splitting the gravity vector" leaving only the vestibular component. In this way, neutral buoyancy can be used as a microgravity analogue. We assessed spatial orientation using the oriented character recognition test (OChaRT, which yields the perceptual upright, PU) under both neutrally buoyant and terrestrial conditions. The effect of visual cues to upright (the visual effect) was reduced under neutral buoyancy compared to on land but the influence of gravity was unaffected. We found no significant change in the relative weighting of vision, gravity, or body cues, in contrast to results found both in long-duration microgravity and during head-down bed rest. These results indicate a relatively minor role for somatosensation in determining the perceptual upright in the presence of vestibular cues. Short-duration neutral buoyancy is a weak analogue for microgravity exposure in terms of its perceptual consequences compared to long-duration head-down bed rest.
Neutral buoyancy has been used as an analog for microgravity from the earliest days of human spaceflight. Compared to other options on Earth, neutral buoyancy is relatively inexpensive and presents little danger to astronauts while simulating some aspects of microgravity. Neutral buoyancy removes somatosensory cues to the direction of gravity but leaves vestibular cues intact. Removal of both somatosensory and direction of gravity cues while floating in microgravity or using virtual reality to establish conflicts between them has been shown to affect the perception of distance traveled in response to visual motion (vection) and the perception of distance. Does removal of somatosensory cues alone by neutral buoyancy similarly impact these perceptions? During neutral buoyancy we found no significant difference in either perceived distance traveled nor perceived size relative to Earth-normal conditions. This contrasts with differences in linear vection reported between short- and long-duration microgravity and Earth-normal conditions. These results indicate that neutral buoyancy is not an effective analog for microgravity for these perceptual effects.
This research investigates the efficacy of multisensory cues for locating targets in Augmented Reality (AR). Sensory constraints can impair perception and attention in AR, leading to reduced performance due to factors such as conflicting visual cues or a restricted field of view. To address these limitations, the research proposes head-based multisensory guidance methods that leverage audio-tactile cues to direct users' attention towards target locations. The research findings demonstrate that this approach can effectively reduce the influence of sensory constraints, resulting in improved search performance in AR. Additionally, the thesis discusses the limitations of the proposed methods and provides recommendations for future research.